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Archived Custom Colors

Discussion in 'MCPatcher' started by Shoeboxam, Apr 6, 2012.

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  1. Shoeboxam

    Shoeboxam Administrator/ Invictus Staff Member

    TEXTURE SUMMARY
    -Read this for basics: http://www.minecraftforum.net/topic/870780-biome-palette-template-for-v12-updated-20feb2012/
    -pinefoliagecolor.png edits pine trees (unmade, best left that way IMO)
    -birchfoliagecolor.png edits birch trees
    -swampgrasscolor.png edits the grass color in swamps
    -swampfoliagecolor.png edits the tree color in swamps
    -watercolorX.png edits the color of water per biome. It affects water itself, drips, flowing water and water animations, used by Custom Colors only if hex value for water is set to ffffff in the color.properties file (Not made yet).
    -Custom biome palettes can be made for any block in the terrain.png and can be overlaid on animations. More information by Kahr:
    Show Spoiler
    You can also assign a custom biome palette to any standard block. Here "standard" means any block that does not already have its own special coloring. In MCP terms, this is any Block subclass that does not override the colorMultiplier method. Create a 256x256 bitmap, then in color.properties add a line
    palette.block.<path>=<list of="" block="" ids="">
    For example, to use /misc/stonecolor.png with all stone and ore blocks, use
    palette.block./misc/stonecolor.png=1 14 15 16 21 56 73 74
    To further restrict the palette by block metadata, use the syntax <id>:<metadata>, e.g., 43 would affect all double slabs, 43:1 would apply to only sandstone double slabs.
  2. REDX36

    REDX36 Time-Capsule Stowaway Retired Staff

    Can you completely replace textures for different biomes? I.E. If biome = Forest, use texture x, if biome = tundra, use y instead.
  3. Shoeboxam

    Shoeboxam Administrator/ Invictus Staff Member

    All this does is pick one pixel off of the biome palette based on the biome one is in and tint the block you match it with. So no, textures cannot be replaced based on biomes. But that would be cool.
  4. Shoeboxam

    Shoeboxam Administrator/ Invictus Staff Member

    Used to alter individual hardcoded colors.

    To do list!
    -lightmap for overworld, Nether and end (Important)
    -XPOrbs and sign text color can be edited, no need right now

    Information from Kahr part one:
    Custom Colors
    After hearing many complaints about the swamp colors introduced in 1.9 I developed the Custom Colors mod to allow texture pack authors to customize, not just swamps, but many of the games hardcoded colors. Here are the files you will need to include in the texture pack:

    /color.properties:
    This text file allows you to specify colors for potions, spawner eggs, lilypads, and a base color for water particle effects (drops, splashes, and bubbles). A template file with the game's default values is included below. See the # comments above each value for a description of how it is used in game.
    Show Spoiler

    ################################################################################ color.properties################################################################################ Sample color.properties file for use with MCPatcher's Custom Colors mod.## This file is offered without any copyright restrictions. Please copy and# modify it to suit your needs. Then place it at /color.properties in your# texture pack.## You only need to provide values for the properties you wish to change. The# default Minecraft values for each property are given below for convenience.## Property names are case-sensitive.# All colors are in hex rgb format, 000000 to ffffff.###############################################################################
    ################################################################################ Base color of particle effects################################################################################ Base water particle (splashes, bubbles, drops) color. Biome water color# multiplier is applied to this value. The value should match the color of# your base water texture. If your base water texture is grey so that you do# coloring via /misc/watercolorX.png, you should set this to ffffff.
    particle.water=334cff# Base portal particle color. A random multiplier between 0.4 and 1.0 is# applied to all three r/g/b values.
    particle.portal=ff4ce5
    ################################################################################ Nether and End colors###############################################################################
    fog.nether=330707
    fog.end=131318
    sky.end=181818
    ################################################################################ Lily pad color################################################################################ This is a single color that is used across all biomes.
    lilypad=208030
    ################################################################################ Colors for each potion effect################################################################################ Final color is the average of these colors weighted by level of each potion# effect.
    potion.blindness=1f1f23
    potion.confusion=551d4a
    potion.damageBoost=932423
    potion.digSlowDown=4a4217
    potion.digSpeed=d9c043
    potion.fireResistance=e49a3a
    potion.harm=430a09
    potion.heal=f82423
    potion.hunger=587653
    potion.invisibility=7f8392
    potion.jump=786297
    potion.moveSlowdown=5a6c81
    potion.moveSpeed=7cafc6
    potion.nightVision=1f1fa1
    potion.poison=4e9331
    potion.regeneration=cd5cab
    potion.resistance=99453a
    potion.waterBreathing=2e5299
    potion.weakness=484d48# potion.water represents a plain bottle of water
    potion.water=385dc6
    ################################################################################ Spawner egg colors###############################################################################
    egg.shell.Creeper=0da70b
    egg.spots.Creeper=000000
    egg.shell.Skeleton=c1c1c1
    egg.spots.Skeleton=494949
    egg.shell.Spider=342d27
    egg.spots.Spider=a80e0e
    egg.shell.Zombie=044975
    egg.spots.Zombie=799c65
    egg.shell.Slime=51a03e
    egg.spots.Slime=7ebf6e
    egg.shell.Ghast=f9f9f9
    egg.spots.Ghast=bcbcbc
    egg.shell.PigZombie=ea9393
    egg.spots.PigZombie=4c7129
    egg.shell.Enderman=161616
    egg.spots.Enderman=000000
    egg.shell.CaveSpider=0c424e
    egg.spots.CaveSpider=a80e0e
    egg.shell.Silverfish=6e6e6e
    egg.spots.Silverfish=303030
    egg.shell.Blaze=f6b201
    egg.spots.Blaze=fff87e
    egg.shell.LavaSlime=340000
    egg.spots.LavaSlime=fcfc00
    egg.shell.Pig=f0a5a2
    egg.spots.Pig=db635f
    egg.shell.Sheep=e7e7e7
    egg.spots.Sheep=ffb5b5
    egg.shell.Cow=443626
    egg.spots.Cow=a1a1a1
    egg.shell.Chicken=a1a1a1
    egg.spots.Chicken=ff0000
    egg.shell.Squid=223b4d
    egg.spots.Squid=708899
    egg.shell.Wolf=d7d3d3
    egg.spots.Wolf=ceaf96
    egg.shell.MushroomCow=a00f10
    egg.spots.MushroomCow=b7b7b7
    egg.shell.Ozelot=efde7d
    egg.spots.Ozelot=564434
    egg.shell.Villager=563c33
    egg.spots.Villager=bd8b72
    ################################################################################ Map colors###############################################################################
    map.air=000000
    map.grass=7fb238
    map.sand=f7e9a3
    map.cloth=a7a7a7
    map.tnt=ff0000
    map.ice=a0a0ff
    map.iron=a7a7a7
    map.foliage=007c00
    map.snow=ffffff
    map.clay=a4a8b8
    map.dirt=b76a2f
    map.stone=707070
    map.water=4040ff
    map.wood=685332
    ################################################################################ Sheep colors###############################################################################
    sheep.white=ffffff
    sheep.orange=f2b233
    sheep.magenta=e57fd8
    sheep.lightBlue=99b2f2
    sheep.yellow=e5e533
    sheep.lime=7fcc19
    sheep.pink=f2b2cc
    sheep.gray=4c4c4c
    sheep.silver=999999
    sheep.cyan=4c99b2
    sheep.purple=b266e5
    sheep.blue=3366cc
    sheep.brown=7f664c
    sheep.green=667f33
    sheep.red=cc4c4c
    sheep.black=191919
    ################################################################################ Text colors################################################################################ color of exp level text
    text.xpbar=80ff20# color of "Boss Health" text
    text.boss=ff00ff# color of sign text
    text.sign=000000# color codes generated by \247 + 0123456789abcdef
    text.code.0=000000
    text.code.1=0000aa
    text.code.2=00aa00
    text.code.3=00aaaa
    text.code.4=aa0000
    text.code.5=aa00aa
    text.code.6=ffaa00
    text.code.7=aaaaaa
    text.code.8=555555
    text.code.9=5555ff
    text.code.10=55ff55
    text.code.11=55ffff
    text.code.12=ff5555
    text.code.13=ff55ff
    text.code.14=ffff55
    text.code.15=ffffff
    text.code.16=000000
    text.code.17=00002a
    text.code.18=002a00
    text.code.19=002a2a
    text.code.20=2a0000
    text.code.21=2a002a
    text.code.22=2a2a00
    text.code.23=2a2a2a
    text.code.24=151515
    text.code.25=15153f
    text.code.26=153f15
    text.code.27=153f3f
    text.code.28=3f1515
    text.code.29=3f153f
    text.code.30=3f3f15
    text.code.31=3f3f3f
    ################################################################################ Complete file list################################################################################ Below is a full list of files used by the Custom Colors mod:# /color.properties - this file# /misc/redstonecolor.png - 16x1 redstone colors (0=fully off, 15=fully on)# /misc/stemcolor.png - 8x1 pumpkin/melon stem colors (0=sprout, 7=fully grown)# /misc/lavadropcolor.png - Nx1 lava drop colors (x=age of particle in ticks)# /misc/myceliumparticlecolor.png - any size, random mycelium particle colors# /misc/xporbcolor.png - any size, array of xp orb colors# /misc/swampgrasscolor.png - 256x256 swamp grass color palette# /misc/swampfoliagecolor.png - 256x256 swamp foliage color palette# /misc/pinecolor.png - 256x256 pine tree color palette# /misc/birchcolor.png - 256x256 birch tree color palette# /misc/watercolorX.png - 256x256 water color palette# /misc/underwatercolor.png - 256x256 underwater color# /misc/fogcolor0.png - 256x256 fog color for the overworld# /misc/skycolor0.png - 256x256 sky color for the overworld# /environment/lightmap0.png - Nx32 overworld lighting palettes# /environment/lightmap-1.png - Nx32 Nether lighting palettes# /environment/lightmap1.png - Nx32 End lighting palettes
    ################################################################################ Custom biome palettes################################################################################ You may assign custom biome palettes to any standard block (i.e. one that# does not already have its own special color multiplier method). The syntax# for this in color.properties is# palette.block.<img in="" texture="" pack="">=<list of="" block="" ids=""># The image must exist in your texture pack and must be 256x256. For example,# to color all stone and ore blocks with /misc/stonecolor.png# palette.block./misc/stonecolor.png=1 14 15 16 21 56 73 74# Block ID + metadata is also supported using the following syntax:# palette.block./misc/sandstone.png=24 43:1 44:1
    REDX36 and Sheynx like this.
  5. Shoeboxam

    Shoeboxam Administrator/ Invictus Staff Member

    Information from Kahr part two:
    Show Spoiler
    /misc/redstonecolor.png:
    This is a 16x1 bitmap used for redstone wiring and particle effects. Other redstone colors (torches, repeaters, etc.) are still in terrain.png / items.png as usual. The x-axis of the redstonecolor.png bitmap represents the current strength. 0 is fully off, 15 is fully on.

    /misc/stemcolor.png:
    This is an 8x1 bitmap used for pumpkin and melon stems at each growth stage. 0 is a sprout, 7 is fully grown. COMPLETED

    /misc/lavadropcolor.png:
    This is a bitmap used for the lava drop particle effect as it cools during its fall. The height should be 1 pixel but the width can be anything. The x-axis represents the particle's age in game ticks (about 1/20th of a second). Lava drop particles are generally not visible for the first 40 ticks or so because they start out embedded in the block above. 90 pixels is a good width. If the particle lives longer than the width of the image, the last pixel is used for the remaining time.

    /misc/myceliumparticlecolor.png:
    Used for the particle effect created by mycelium blocks. This image can be any size. A random color is chosen from this bitmap for each new particle.

    /misc/xporbcolor.png:
    Used for the experience orbs. This image can be any size. The color chosen will move in a sinusoidal pattern from (0,0) to the end of the image. The speed of the sine wave is slowed down by a factor of 4 to allow texture packs to have slower pulsing xp orbs than the default. If you want to keep the default speed, simply copy your image 4 times vertically.

    /misc/swampgrasscolor and /misc/swampfoliagecolor:
    256x256 biome palettes used in swampy areas. They work just like their non-swamp counterparts. COMPLETE

    /misc/pinecolor and /misc/birchcolor:
    Biome color palettes for pine and birch leaves. The pixel at (127, 127) is used for the default color when the block is held or in inventory. BIRCHCOLOR COMPLETE

    /misc/watercolorX.png:
    Biome color palette for water. Note the capital X in the filename to prevent the default watercolor.png from being used accidentally.

    Other biome palettes:
    You can also assign a custom biome palette to any standard block. Here "standard" means any block that does not already have its own special coloring. In MCP terms, this is any Block subclass that does not override the colorMultiplier method. Create a 256x256 bitmap, then in color.properties add a line
    palette.block.<path>=<list of="" block="" ids="">
    For example, to use /misc/stonecolor.png with all stone and ore blocks, use
    palette.block./misc/stonecolor.png=114151621567374
    To further restrict the palette by block metadata, use the syntax <id>:<metadata>, e.g., 43 would affect all double slabs, 43:1 would apply to only sandstone double slabs.

    /environment/lightmap-1.png: (Nether)
    /environment/lightmap0.png: (Overworld)
    /environment/lightmap1.png: (The End)
    These are custom lighting palettes for each world. The height must be exactly 32 pixels but they can be any width. Each bitmap actually consists of two palettes, but we'll get into that later.

    First an explanation of how lighting normally works in Minecraft. Every block has two light values from 0 to 15 assigned to it, one for sky brightness and one for torch brightness. A block in direct sunlight has a sky value of 15. A block in the shade directly adjacent to it has a value of 14 and so on. Blocks deep underground far from any block that can see the sky have sky brightness 0. Similarly for torches. A torch block has light value 14 and the light value drops by 1 each block away from it.

    To generate the lighting you actually see in game, Minecraft uses a 16x16 lightmap. Its axes correspond to the 16 light levels of each type. If a block has torch brightness x and sky brightness y, it uses (x,y) for its lightmap coordinates. The lightmap is not in any of the game's files but is generated each frame. You may have found that light_normal.png file in minecraft.jar, but it is not used at all. Two variables affect the lightmap, the time of day and the torch flicker. Minecraft implements night and day and torch flicker by making the entire lightmap darker or lighter rather than by adjusting the sky/torch brightness values.

    So how does MCPatcher convert lightmap0.png into a 16x16 lightmap? Remember your palette must be exactly 32 pixels high, but can be any width. The top 16 rows represent sunlight and the bottom 16 represent torchlight. Two columns, 16 pixels from the top half and 16 pixels from the bottom half, are chosen to form the axes of the final 16x16 lightmap used for rendering.

    In the top half, the left-hand side represents night and the right-hand side represents day, with the dusk/dawn transitions in between. The very far right of the palette represents lightning flashes. Again, there is no specified width for the palette, but more width means more room for detail in the dusk/dawn transitions.

    [​IMG]
    Blue=night, orange=dusk/dawn, cyan=day, yellow=lightning. (Template by Misa.)

    Torches work similarly, but in this case x is a random value based on the torch flicker.

    The method described above is used for all three worlds (Overworld, Nether, The End), but since there is no night or day in Nether and The End, the "time of day" value is constant. For these worlds you can simply give each row 0-15 the same color all the way across.
    REDX36 likes this.
  6. Shoeboxam

    Shoeboxam Administrator/ Invictus Staff Member

    fogcolor0.png
    Show Spoiler
    Deserts have a sandstorm feel:
    [​IMG]
    Other biomes look the same:
    [​IMG]
    Mountains are a bit lighter, and tundras are a bit lighter than mountains.

    EDIT: Matching skycolor0.png! The desert's skycolor is a bit browner to match with the fog, but just lightly so, the other biomes have their original colors, and the skycolor gradually changes to the different colors now, so it doesn't flick to a different color when changing biomes. It doesn't look like there are any changes, but the pixels that match to the biomes are all different. The rest is generic filler in case new biomes are added.
    skycolor0.png

    EDIT2: WatercolorX.png! Deserts and Oceans have slightly duller water, jungles and mushroom biomes have more vibrant water, and the rest of the water is the same. Water matches with the water particles, too.
    watercolorX.png
    Since water is colored by WatercolorX, it looks better with desaturated water!
    water.png
    http://imgur.com/a/dYqyI
    Floppygunk and REDX36 like this.
  7. Rashed

    Rashed Administrator

    That's pretty sweet! :D
  8. Sorus

    Sorus New Member

    Neat. Is this method mcpatcher only or does it work with optifine as well?
  9. Shoeboxam

    Shoeboxam Administrator/ Invictus Staff Member

    OptiFine includes MCPatcher, so I'm pretty sure it works with OptiFine.
  10. Sheynx

    Sheynx Well-Known Member Retired Staff

    Oh no! I loathe fog. Might be nice for deserts and valleys/mountain tops but otherwise...Why are you torturing me?
  11. REDX36

    REDX36 Time-Capsule Stowaway Retired Staff

    This doesn't make fog, it only appears if fog is enabled.
  12. Shoeboxam

    Shoeboxam Administrator/ Invictus Staff Member

    Some people have to use fog in order to be able to play Minecraft. Based on a suggestion from someone on MCForums thread, I'm going to make a super long animation for the fogcolor.png desert pixel so that the sandstorms very gradually come and go.
    REDX36 likes this.
  13. Floppygunk

    Floppygunk Cereal Killer

    Can you give jungles a damp, humid kind of fog? And make swamps darkish?
    REDX36 likes this.
  14. Shoeboxam

    Shoeboxam Administrator/ Invictus Staff Member

  15. Shoeboxam

    Shoeboxam Administrator/ Invictus Staff Member

    How about a lightmap for the overworld? The top half is natural light, the bottom half is artificial light. Each half has 16 pixels, where each horizontal pixel layer represents a light level. Darkness (light level zero) is on top.

    The horizontal change in the top half (natural light) shows the color of the sky as it fades from night to day.
    X= time of day, Y= light level. My lightmap gives a slight purple and orange hue to the landscape at sunset and sunrise. Thunderstorms uses the column in the middle, so the color changes don't start until after that.

    The horizontal change in the bottom half (artificial light) is an animation. All rows in the bottom half are exactly the same, which removes the flickering effect.

    When rendering, the shading is a combination of the artificial and natural light.

    /environment/lightmap0.png

    Attached Files:

    REDX36 and Ninten_Droid like this.
  16. Ninten_Droid

    Ninten_Droid Super Omega Ultra Member

    Hey Shoe, is it possible to make a lightmap animation to make the light flicker to make the animated torch?
  17. Shoeboxam

    Shoeboxam Administrator/ Invictus Staff Member

    Yes, that's what the x axis on the bottom half is for.
  18. Ninten_Droid

    Ninten_Droid Super Omega Ultra Member

    Oh, cool :)
  19. Shoeboxam

    Shoeboxam Administrator/ Invictus Staff Member

    http://imgur.com/a/QrzWk#0
    http://imgur.com/a/WNjrd#0

    I made some changes to the lightmap after quite a bit more testing. :)
    lightmap0.png

    Watch the sunset! This is also a smoother transition and there is less red in the natural light.
    Natural light also has a much more realistic range.
    Ninten_Droid likes this.
  20. Sheynx

    Sheynx Well-Known Member Retired Staff

    I kind of like it without the lightmap on most of them...*hides*
  21. Shoeboxam

    Shoeboxam Administrator/ Invictus Staff Member

    I rebalanced the colors! I have almost returned to soar's original color scheme (foliagecolor.png and grasscolor.png), but made a number of changes throughout. New files include logcolor, sandclaycolor, dirtcolor, stonecolor, skycolor0.png, fogcolor0.png, underwatercolor, watercolorX, birchcolor, swampfoliagecolor and swampgrasscolor.
    Place all files from the color.zip now in the misc folder, but place the color.properties in root. The random.png goes in the CTM folder and the terrainchanges.png can be copied directly over the existing terrain.png. I have a fixed up the jungle wood and CTM bookshelf as well. The random.png also has the flowers removed and grass changed to match the new colors.
    http://imgur.com/a/sF5fj#0

    Attached Files:

    Patrick Geneva and Ninten_Droid like this.
  22. Floppygunk

    Floppygunk Cereal Killer

    I like the default lighting better.
  23. Shoeboxam

    Shoeboxam Administrator/ Invictus Staff Member

    What do you not like about it?
  24. Floppygunk

    Floppygunk Cereal Killer

    I prefer the warm glow of the torches in the default lighting. The brighter lava glow also seems more realistic.
    I'm not really sure what it is, but there's something about the default lighting that looks better to me.
  25. Shoeboxam

    Shoeboxam Administrator/ Invictus Staff Member

    Made some edits, added some color. I had assumed a more sterile, whiter artificial light would look better, but I like this warmer lighting more.
    http://imgur.com/a/iBThZ#0
    lightmap0.png

    EDIT: Variation with more color (too much IMO):
    http://imgur.com/a/zOcGO#0
    lightmap0.png
  26. Sheynx

    Sheynx Well-Known Member Retired Staff

    The difference between light and dark spots needs to be visible on any brightness setting. I don't like the stone looking greenish cuz of the lightmap either. I like it clean.
  27. Shoeboxam

    Shoeboxam Administrator/ Invictus Staff Member

    End lightmaps:
    http://imgur.com/a/rw9LM#1
    Do you preler #1 or #2?

    There is no green in the stone or the lightmap, and I see no green in the screenshot.
    I am not sure what you mean by your first sentence, could you clarify? Are you talking about in screenshots?
    http://imgur.com/a/1X4LJ#0
    Show Spoiler
    [​IMG]
    By cleaner, do you mean less warmth in the color?
  28. Sheynx

    Sheynx Well-Known Member Retired Staff

    For the end, try a purple-ish color. That obsidian is weird :O
  29. Shoeboxam

    Shoeboxam Administrator/ Invictus Staff Member

    Purple:
    Show Spoiler
    :eek: [​IMG]
    Please test this overworld lightmap!
    lightmap0.png
  30. Shoeboxam

    Shoeboxam Administrator/ Invictus Staff Member

    Attached Files:

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